Resident evil 0 zero fire hook. Walkthrough Resident evil zero: Marcus's Secret Laboratory

Passage of a resident.

A train

We are in the train car. We go into the next car, after which we shoot zombies. We go from the car to the car, we find room 202, we will find cartridges there. Next, we go into room 201, explore it. You can save at the typewriter. We leave the room and go further along the corridor. The door to the conductor's office is closed. We find the corpse and next to it is the key to the train. We meet the killer and watch the video, the zombie dog will attack us. On the key that we shawls says Dining Car. We return back to the dining car. We open the door and go through. We speak with Billb, go upstairs. Here we will be attacked by a monster consisting of cockroaches. We shoot at him, Billy will help us. Now Billy is our partner. We return to the car in which we were from the very beginning and kill the zombies. We can save in room 201.
Next, we return to the top floor, where there was a monster of cockroaches. We approach the window and climb the stairs.

We go along the roof and find a hole. We connect the cable. We fall down, at the door we find the key to the train. We lower the found key down the mini elevator. We take control of Billy, after which we go back along the roof and get into the room in which they fought cockroaches. We go down to the floor down and go into the room, earlier we could not get into it, this is the kitchen. Next to this door we will find a corridor where we will take the key from the elevator. We take the key and go to the conductor's office, which we found at the beginning. We open the door. We examine the locker, where we select the briefcase. Next, press the button at the door and the ladder will go down.
We find ourselves at the bar, go further and go through the door, find a gun. We go back to the car, find the stairs and go upstairs. We go to the conductor's room and go upstairs, go through the hall and go through the door, we will find a stake for ice nearby. When we go back, a huge scorpion will attack, we kill it with a gun.

Under the hole in the ceiling that the scorpion made, we will find a poker. In room 201 we can leave little needed things, pick up the poker and go to the mini-elevator on the lower floor. The mini elevator is not needed right now, however, there is an iron hatch in the room to the right of the door, we will raise the hatch with a poker. We send Rebecca the icebreaker by elevator. We take Rebecca and select a stake, apply it to the door, we get into the room with fire, where we were a little earlier, there is a burning zombie. We go down and use the poker on the hatch, so we will raise it. This is a mine, we pass there and kill the dogs, we select the golden ring. We combine the ring with the briefcase, which was found in the conductor's room.

We pass through the door and find ourselves in the air. With one hero we pull the lever with a green light, and with the other we select the harpoon to the right of the door. We go back. We apply the winch to the stairs, which is broken. Climb up and down into the hole on the roof. In the room we will find a box with a ring that needs to be applied to the briefcase. There will be a card in the briefcase, it must be applied to the card reader by the door. This door also had a corpse at the beginning, from which we picked up a key with the inscription Dining Car. We pass to the driver's cab, select the map and go to the rear car, where we took the winch. We use the card and enter the numbers: 6-6-4-2-1-4-7-1-3-2. In the driver's cab, we drive in 9-9-9-9-9-9-9-2-1-1.
After the video, we kill the zombies and go into the passage, we are in the sewers, we find the stairs up and go up.

Umbrella Mansion

We explore all the rooms and halls that we can get into, in one of the rooms on the shelf we pick up the handle from the lever, we find this lever after wandering a little. We put one hero on the elevator, and the other turns the mechanism. But first, we explore the rooms and get into the dining room, there we go through the door. We go there and find the figurine. Let's find a ladder to the top, go up. We kill zombies and go through the doors, we get into a room with a lever and an elevator. We rise and kill insects. We pass through the door and kill the crows on the street. We pass into the building through another door, explore the premises and corridors.

To the left of the levers there will be a descent to the lower floor, we pass through the door on the right. Nearby is a monument with scales, we pass through the door behind it. We are in a familiar space. From here we go and get to Billy, who is still standing at the elevator. Already with him we go on the way back and we reach the room with levers and a chain. Billy will be able to crank the levers. This action will raise the cage from below, and under it, it turns out, there was a key. As soon as we pick it up, a huge centipede will attack us, we take control of Billy and shoot it with a shotgun.

We have already passed through the dining room, we return there, there is a door that opens with the key that we found under the cage. In the kitchen we will find a bottle and a lighter. We use a bottle with a red canister, which we found earlier in one of the rooms. Next, we find the door as in the screenshot, it also needs to be opened with the help of that key. we find ourselves in the office, where we move the table to the deer's head. There we pick up the minute hand from the clock. Remember the courtyard where we beat the crows? Before we entered this courtyard and killed the crows, there was a room with a clock. Set this hand to the clock. We put the arrows on 15 minutes of the ninth.

The doors will open, they will be shown. We go into the room with 4 levers and go down the slope to the left of them. We pass through the door on the right and find a previously locked, but now open door. There we kill zombies and select microfilm B. By this minute, this is already the 2nd microfilm in our inventory.

We leave the room and go to the left, go down the stairs. On the left we go to the door, there along the corridor we will find another door that opened after setting the time on the clock. There we will find an installation for viewing microfilm. We install microfilms and select a floppy disk. We return to the assembly hall with tables. There we go to the stage and load the floppy disk. We press the buttons

All doors filled with swords will open. We pass through the nearest gate and soon we will find ourselves in a room with a chessboard. On the table we will see a board of normal sizes, now we put the figures on a large board, as on a small one. A chest will open in the table.

There will be a Book, and in it is a part of the black figurine that we found earlier, namely the wing. We explore all the new premises and select everything we find. We go to where we fought with a giant centipede. There, too, there are gates that were locked with swords. We will find ourselves in the observatory, go down and rise to the 3rd fundamental principles of the Umbrella Corporation. Now we go to the monument with scales, we install a black figurine with wings on it. Then the white one we found earlier. We go outside through the entrance (near the portrait). We explore everything and return. Billy always has a lighter, we apply it to the hot one that we found in the kitchen. Now we go to the room with the elevator. There is a door with candles. Ignite it with a lighter. We get into the library, on the 2nd tier there is a rack with books, we move it to Billy. We find the "Book of Good".

We open and find wings from a white figurine. We run to the scales and attach the wings to the white figurine, put it on the scales. Good and evil equalized, a secret passage will open, we run there. We will meet and kill the spider, go into the room and climb through the hole in the wall with bars. We get into the torture room. We approach the panel and put the toggle switches. The door will open. We watch videos, play for Billy. We run to the dining room, and from there we find the door leading to the boiler room, there we go along the corridors and get to Rebecca. Let's watch videos. We leave the room and find ourselves in a room with figurines of animals, from there we pass through the door.

We reach two large insects and kill them, select the key. We go further and find the armory. We take everything we can, including the case. Code 385. We become Rebecca behind the panel, and Billy goes to the bars, alternately press the buttons on the panel so that Billy moves further and further. So he will reach the red button, press it. We kill two creatures and select the key behind the opened passage. Now we return to the statues of animals and set fire to the fires in the bowls near them, the grate will open.

We go into the room and select the Unity tablet from the fireplace. We explore all the rooms and select everything you need. We go upstairs and go into the room where we apply the recently found key. Where they fought with the centipede, there is a descent on the left, there are 2 doors, we enter the left one, there will be a door, and we open it with the found key.

We are in the corridor, we go in the door on the left. We examine the room and select the vise handle here. Now we go out into the corridor and go into the rooms one by one, we select everything. We penetrate into the room with a vice, apply the found handle to them. Next, we pull out another Tablet from the vice. We already have two tablets. We go into the room with the piano, play both Rebecca and Billy, a secret passage will open. We select the battery. Now it's time to go outside and go right, connect the battery to the wires. The box will go down, we push it to the column at the entrance to the palace. There we will find another tablet. With these three tablets we go to the observatory and put them in their places. Now access to the Church is open.

We go into the church and explore all the rooms, go out and a huge bat will attack us, shoot it. After that, we approach the main doors and use the winch, climb to the roof and go down the stairs. Pull the lever and the elevator will turn on. We sit down and go to the desired floor. Let's explore the rooms. In the place on the screen you need to use the winch and go upstairs.

As we rise, we begin to walk through all the rooms. We penetrate into the laboratory with large capsules with mutants. We kill the walker and approach the small capsules, select one. On this tier there is a small elevator through which you can lower things, we lower this capsule to Rebecca down, on her tier there is also this elevator. If necessary, Rebecca will also get Molotov cocktails, for its production there is everything on Billy's floor, namely a canister of gasoline and bottles, you just need to look. Rebecca will need a cocktail to destroy the mutant. Now we find chemicals and select the doctor in our case. Then we apply to the case the capsule that was taken from the elevator from Billy.

We pass to the left and see the door, use the resulting crap on the door and it will open. We pass into the room and select the capsule on the right. We go to another room and kill zombies, we select a green thing from the statue. Next, we go to the mini elevator and lift this green thing to Billy. We use it on the green door, which stands nearby. Pick up a red container in the room. We go into the room with three containers with liquid. There is a device in which you need to put this container, the chamber next to it will be cleaned. In it we select the key.

The minds of many fans of the Nintendo Wii game console are haunted by the passage of Resident evil zero. Having hit the market back in 2009, this game has become one of the most spectacular and popular adaptations of the prequel of the same name for 7th generation consoles.

A little about Resident evil zero

The action of game events takes place in the suburbs of Raccoon City. The Arklay Forest that surrounds the secret bases of the Umbrella Corporation hides a lot of ominous surprises.

Before entering the location "Markus's Secret Laboratory" follows a preliminary series of stages. The route of progression of the heroes through the game rooms from the beginning of the game is as follows:

  • express;
  • training center;
  • observatory;
  • church.

The main enemies in the locations from the beginning of the Resident Evil Archives Zero plot:

  1. Humanoid Leech (person);
  2. Hunters (hunters from cages);
  3. Stinger (megalithic scorpion);
  4. Zombie (animated dead);
  5. Crows (flock of crows);
  6. Plague Crawlers (genetically modified cockroaches);
  7. Giant Centipede (giant centipede);
  8. Giant Spiders (predatory spiders);
  9. Eliminator (mutated monkey)
  10. Huge Bat (Changed Bat).

The minimum of useful information about the game includes information about the characters. The player will have to control two heroes at once: the young Rebecca Chambers and the experienced infantryman Billy. The innovative digital function Partner Zapping is responsible for instant switching between them.

Passage of game Resident evil zero: Marcus's Secret Laboratory

The plot of the bridge crossing and the battle with the agro-mad bat near the church is a signal for the imminent loading of the "Markus's Secret Laboratory" location.

After all the necessary manipulations to ensure the elevator descent, the heroes get to the first floor of a capacious scientific citadel.

Moving forward to the barrier gate will lead the partners to the required receiving room. From there, with the help of a harpoon, Rebecca will get to the research apartments. Without a fight, snatching the coveted leech capsule from behind the back of the lichman, Chambers will save a lot of precious energy for further advancement. The door at the end of the next corridor is the passage to the laboratory through the button on the wall, located right there.

In the laboratory, you need to kill zombies and pick up a balloon to get Red chemical. Here all the reclaimed chemical ingredients are mixed and the Blue Leech Charm (blue leech) is formed. Through the room with the zombies, by means of a small elevator, the created value is sent to the first floor.

After immediately switching to Billy, the item as a door key is taken out into the hallway. A quick run all the way to the left can save you from an exhausting fight with a lichman. The blue leech will open the passage. In the study, attention is focused on the lever and the photo album. The next room holds zombies and a statue with the Grenn Leech Charm. The green leech must be sent to the partner upstairs by the same small elevator.

With the help of this artifact, Rebecca will immediately go to the morgue. The living dead are already waiting here. Her main task now is to find a sterilizing solution, return to the laboratory and use it to secure a chamber filled with harmful gas. Chambers will find the key in the opened chamber and quickly dodge the reanimating corpses.

In the corridor with a damper, a door will be found that opens with a selected key. To enter it, you will need a grenade launcher or a shotgun: hunters will attack Rebecca. After the fight, files rise from the floor, and a limb is found at the end of the room. Already used twice, the elevator will send it to Billy.

An infantryman with the help of a limbo will enter a powerful door that looks like a safe. A reliable access code is 4863. Seeing the funicular, he will inform Chambers about the state of affairs in the room. After the conversation, he activates the wall switch, which will move the ladder to the exit. The funicular will also reveal a second lever. Billy will climb up and lead Rebecca to the exit.

To get into the blocked control cabin, one of the characters will have to go down and get there with the help of a harpoon. The door will be unlocked, both raised artifacts will be suitable for starting the electronics of the control panel.

The heroes will get rid of the harpoon. Billy is left with unnecessary items, while Chambers is armed with the most powerful weapon. During the descent, a monkey will attack the infantryman and drag him into the water. The girl can fight or ignore the lichman. In the control cabin, she will insert the levers into place. Then: go down, run around the monster, enter the funicular, take the magnum and activate the controls. Next - exit to a new location.

A successful passage of Resident evil zero is now "in the pocket" of even the most timid gamer.





Similar About the game

If you want to entertain yourself with an exciting computer game, choose Resident evil 2, the passage of which will take more than one hour and is guaranteed to give you pleasure. WITH...

Prologue
1998 July 23, a forest called Rakoon. Terrible small monsters, breaking through the windows, attack the passengers of the fast train, sowing death. A man with long hair stands on top of a rock. He sings while watching the train being attacked.

Bravo Special Squad, which is a division "STARS", goes to the place of the terrible massacre. However, for strange reasons, the helicopter loses control due to unexplained damage and makes an emergency landing. On the ground, the fighters discover a broken prison transport. Inside it are the corpses of the killed convoy. Judging by the documents, they accompanied the criminal - a former Marine, Lieutenant Bill Cohen. He was taken to execution. However, the soldiers did not find his body at the scene.
First of all, the commander gives the order to his unit to split up and start combing the area. Rebecca Chambers, a medic, steps onto the railroad tracks and stumbles upon a train.

1. Train
1st wagon. We head to the left, to open the door we use F. The next car meets us with a pile of corpses. But dead passengers do not want to lie down - they rise and attack. Finishing off the front zombie by aiming with PKM and firing by pressing paintwork. It will be most effective to shoot the dead in the head. We run to the left of the door above and climb to the upper platform. Here we find healing plant (green grass) and laying unusual eggs. Going back down, we hasten to the next car.

We pass a place for smokers, we examine two compartments from the side.
Coupe No. 202. We find pistol clips, printed tape . Coupe No. 201. medicinal herb, expert's manual, printed ribbon, typewriter . We are saved in this room. A soothing melody sounds here, giving a sense of security. The typewriter makes it possible to save. It is better to drop the tape from the inventory here so as not to take up space that can be useful for more important items.

The next compartment belonged to the conductor. The door to it is locked. At the other end of the car lies a corpse - we go there and take the Key from him. Next is a door that can only be unlocked with a special key card.
While we were busy looking for the key, the escaped prisoner Bill Cohen appears, but when he sees us, he quickly disappears. Our colleague Edward Dewey jumps into the train through the window. Having warned us about the presence of monsters in the forest, the poor fellow dies of his wounds. Then Cerberus dogs also burst into the car through the window.
We shoot back from the creatures, aiming a little lower so as not to miss. After searching the corpse of a colleague, we take away cartridges .

Cooperation
Rebecca's stats: herb blending skill, light weight, which means the ability to easily climb high ground, but is rather weak in combat.
Bill's characteristics: he has a lighter, which means he is able to set fire to objects on occasion, he is stronger than his partner in battle, the damage he inflicts on the enemy is increased, he is able to move large objects.
Control: it is possible to manage the actions of a partner with 2 teams - "stand" and "to follow"("E"). Control the hero directly by pressing the keys on the keyboard on the right. You can switch from one character to another either in the menu "inventory"- "C", and on the left - " change", or by pressing one key "V".

Rebecca. Leaving Bill in place (otherwise he will have to return anyway), we go to the end of the car as a girl, through the last window we climb the ladder to the roof. There we go to the hole in the roof, we repair the electrical wiring next to it, which activates the automatic door below. This is followed by an attack of monsters - we fall into the kitchen of the 2nd tier.
The kitchen door is locked. We pick up green grass, cartridges, on the left side of the door we find the conductor's key. Since we can’t get out, we follow into a narrow corridor, use an elevator to deliver food - we call a booth, put in the found key, and send it. Switching characters.
Bill. We go to the first tier, through the automatic door we go to the kitchen, we get it out of the elevator key .

Outing for tools
We leave for the left far car, using the key we unlock the Conductor compartment. We take it there train map and explorer entries. We do not touch the red and green grass for now - you need to save space in your inventory. We take out a briefcase from the closet. We press the red button on the wall, a ladder appears on the 2nd tier.
Having risen, we cross the restaurant, we go in the door. Next wagon. We take from the table a knife designed for crushing ice - Ise Rick. Further, the road is blocked by a clutch of monster eggs, but there is a side room.
Compartment No. 101. Here we find hunting double-barreled shotgun, cartridges for it and for a pistol, healing spray, printed tape . However, the inventory is full, so for a while we get rid of the pistol and ammunition for it, we take only a gun. Having taken a double-barreled shotgun, do not forget to charge it.

Boss Scorpio
We go again through the restaurant. Here we are waiting for a new large monster that jumped off the roof. The weak point of the scorpion is the head, so we shoot at it, aiming lower. We shoot, the monster retreats, we run up, we shoot again. Repeating the technique, we drive the enemy further, forcing them to retreat. Noticing that the scorpion is waving its tail, we don’t particularly strain - a volley from a gun interrupts such an attack of a monster. But, seeing how he hides behind his claws, we retreat, otherwise we will fall under the attack of a ram. To finish off the boss, you need to make either a few shots from a shotgun, or 20 times from a pistol.

On the floor behind the killed monster we raise the fire hook - Panel Opener. We climb into the hatch on the 1st tier. We go to the kitchen, to the 1st car. We put an ice knife in the elevator. Character change.

Rebecca. We pick up the knife sent by Bill from the elevator. We approach the closed door, activate the inventory, repair the door handle with a knife. We leave for the 1st tier to Bill.

In the last car
Bill. In the kitchen of the 1st tier, we go to the hatch in the floor, we arm ourselves with a fire hook from the inventory, thus unlocking the hatch. Through the passage we get into the car next door.

In the luggage compartment, three zombie dogs were released from the cages. We kill them. There is on the shelf shotgun shells, gasoline in a canister , and in the cell gold ring - we take everything. If you swap for Rebecca for a while, you can also take spray for treatment .

Bill. We go to the final platform of the composition. There is a blocked harpoon on the wall to the right. We press the lever, and without releasing, we change the character.

Rebecca. We take the harpoon. In the wall on the left there is a console that includes a handbrake. You need a key card to activate.

1st car
Rebecca. We go to the car in the center of the train, where it all began. At the top right of the door, opposite the ladder, we look out the window, notice the fire escape leading up, but we do not reach it. We use a harpoon near the window, with its help we get to the roof, where we run to the hole closer and jump off.

Coupe No. 102. We finish the zombies by shooting in the head. We see a knife for the 2nd character on the floor. In the closet we find and pick up box (case) . We examine it in the inventory (having selected an item, press "inspect", press "ENTER"). We appear silver ring — Silver ring. We combine both found rings in the inventory with a briefcase that will open it (this is indicated by a hint in the instructions for unusual keys). consider the portfolio: there is blue key card — Blue Keycard.

We head to the far left car, using the map. Using the key card on the reader, unlock the door of the head car.

Near the entrance are 2 special forces. They get in touch with a stranger in glasses sitting with a professor in the laboratory. The stranger gives the order to liquidate the train so that no one can find out about the spread of the T-virus. But there is an attack of monsters and the commandos die.

We go along the open area to the driver's cab. The composition goes very fast, a disaster can happen. We get acquainted with the instructions for managing the brake system. It is necessary to choose which of the characters to send to the end of the composition, and which to leave in the cockpit. Leave Rebecca better.

Train braking
Bill. To turn on the braking, you need to keep within 3 minutes 30 seconds. Taking a magnetic card, we run to the end car, destroying oncoming zombies. On the final platform, we activate the console with a card. We solve the puzzle: on the right side you can see the required amount of numbers that you need to dial by entering any ten numbers from 1 to 9 for this. The answer is always different, we offer 3 possible ones and a solution to them:
3+3+3+3+3+3+3+3+3+9 = 36
7+7+7+7+7+7+7+7+7+4 = 67
8+8+8+8+8+8+8+8+8+9 = 81

Go to Rebecca. She enters a similar code in the driver's cab (another of the three options above). The difficulty here lies in the fact that we see only the finished amount, we need to remember what numbers we entered.

The brake is activated, but too late. The train flies into the tunnel, the locomotive overturns near the dead end.

2.Umbrella Research and Training Center
After the accident with the train, we regain consciousness. Both shoot back from 3 monsters. From the floor we collect everything that was not collected at the previous level. We head to the right corridor. From the ledge we go down into the flooded fragment of the tunnel, turn right, climb up. We appear in the lobby of the Umbrella center in a mansion located outside the city.

We go down the central staircase, on the right side of it we save (there is a typewriter). We throw a gun without cartridges (we will find charges for it later), we also get rid of the tape and the harpoon.

Room exploration
We head to the door on the right side of the stairs. We enter the dining room and destroy two monsters. On the right side we see a door with a fire emblem - it is locked. We go into the corridor further, we enter the room on the right. Portraits are kept here. Eliminate three monsters, take canister and a shotgun (new equipment, 7-round clip), as well as canister. On the right side near the window we see a black figurine - Black Statue. Using the fire escape, we climb to the second floor, to the balcony from the rear of the building. Eliminate all zombies moving towards us. On the right at the dead end there is a couple green herbs . We open the door in front, which was blocked from the other side.

Conference hall. This is a large room with a projector in the center. We examine the tables, we find guidance for job candidates . In the upper right corner we find typewriter, shotgun shells and tape .

Library. We go into the side door (she is alone) into the left corridor according to the map, we go to the library. There on the table we find microfilm A - Mikrofilm A. Nearby on the draftsman's tablet is second floor map .

We again go to the conference room, go to the south side and exit through the double door. We are back in the lobby, but on the 2nd floor. We see a statue of the goddess of justice Themis with scales opposite the door, below the inscription - "When good and evil are balanced, a new path will open before you."

We return to the conference room, exit through the southern double doors. So we will return to the initial hall, only on the 2nd floor. Here, opposite the door, there is a statue of Themis with scales, under it is the signature "When good and evil are balanced, a new path will open before you".

Fireplace room. We walk along the second floor to the side door on the left. We take away from the table an instruction with a message for the staff. It, among other things, contains the code "8: 15". Pick up under the mirror in the nightstand handle– Сrank handle. At this moment, crows will fly into the room through the window - it is better to run away as soon as possible so as not to waste charges on birds.

3rd floor
Again we go to the library, to the right side of the room. We switch to Rebecca, we step onto the elevator, we switch to Bill, we give the order to Rebecca to stay here, we head to the round unit, use the lever on it, raise the elevator car with Rebecca towards us.

Here on the third floor we are attacked by 2 mutant cockroaches - Plague Crawlers. You can defend yourself from them with a knife or run past them. We run to the door on the hill, we enter. Balcony. Here we pick up green grass and rush to the door further, so as not to fight with the crows.

In a large room against the wall on the left are units that raise the chains. Rebecca is weak for them. You can do this: we go down the right stairs, examine the cage, inside which the object gleams. We go up again, we see another ladder near the wall on the left, we go down, at the very end of the corridor we enter the door, we get into the initial vestibule.

Switching to Bill, in the same way we lead him to the first lobby. Then, together with our partner, we head to the recently opened upper right door.

Warehouse of antiques. In the corridor we enter the door on the side. Eliminate a couple of cockroaches. We can get rid of the pistol and clips to it in order to pick up a grenade launcher from the sofa (new equipment). We take the same shotgun ammo . On the counter we see a white figurine - White statue. The blue door does not need to be opened yet. I'm going back.

Again we go into the room with chains. Bill plays - we turn the 2nd unit. Without releasing the handle, we switch to Rebecca, go down to the niche and take it under the cage central key - Fire Keu. An insect will run out of the ventilation shaft and attack Rebecca. Switching to Bill, we enter the fray.

Boss Fight: Giant Centipede
This boss does not have fatal attacks, our job is not to get under his feet, moving away in time and maneuvering so as not to be hurt by his paws. You need to shoot from the side with a shotgun, a grenade launcher - all the time. Having won, we rescue Rebecca. We go to the main lobby.

We go to the 2nd floor. We cross the conference hall, then - to the left into the library. In the left corner we see a portrait of a man with a candle. The picture is signed: "This light will lead you to the great truth."

We play Bill. There is a candle on the left side of the locked door. We set it on fire with a lighter, the door opens.

Mini library. Eliminate 2 monsters. Found on the shelves charges for a grenade launcher . Let's go upstairs first. Continuing to play Bill, on the right side we move the cabinet to the wall. We find him good book– Book of God. Open inventory, examine it. Pick up Angel wings – Angel Wings.
We leave the library. We go into the corridor on the left, then to the end to the left, unlock the red door with the key.

Trophy room. We climb over the table, we find. We get acquainted with the entries in the diary of the deputy director about two students - Albert and William. We press the switch to the right, in bright light we see something shiny on deer antlers. Since we are playing as Bill, we move the table to the fireplace, then to the left side of the scarecrow, climb onto the tabletop, take clock hand - Iron Nttdle.
Now we return to the room where we ran past the mutant cockroaches. From the lobby of the second floor we head to the right room, climb into the room with chains, go to the balcony, go to the room with the clock.
In this room we eliminate 2 cockroaches (it is more convenient from a shotgun). Pick up from the table clips for pistol . We notice a large clock, devoid of an arrow. We have already found the arrow - we insert it. We enter the cipher that we saw in the message for the staff. So, move the hands and set the time - 8: 15 . A mechanism has been activated, unlocking a number of doors in the building.

Doors with clock emblems
We go to the second floor. We examine the map: we are interested in a room where we have not yet visited, although it is already open now. It's downstairs, to the right of the lobby. Entering, we finish off four monsters. Recommendation: to eliminate zombies with one shot from a shotgun, you need to let the monster close, aim higher and shoot. In the room we pick up charges for the shotgun, on the table we take away the poem, and from the mantelpiece microfilm "B".
Having taken both films, through the lobby of the 1st floor we follow the door on the left. In the corridor we go to the toilet, where there is bottle, green weed and canister . Returning, we grapple with the lich - we throw 3 bottles of Molotov cocktails into it. If you can’t finish the monster in any way, then it’s better not to enter the toilet. If we go back along the corridor, we will meet another lich, so we need to run forward, enter the door with the clock emblem.

Projector. Finishing off a couple of zombies, picking up pistol clips . We insert microfilms into the projector. In return we get system disk and Document Frame Filmstrip . It shows the numbering of tables in the conference room.

Conference hall. We head to the podium, use the system disk, we see one of the ciphers - 0A, 47, 1B. Referring to this code, we press the buttons on 2 tables. The sequence of numbers can be found in the files of the document "Frame of the filmstrip". The sequence of numbers starts from the podium. The buttons must be pressed quickly, which means it is better to separate Rebecca and Bill. We put them each next to the desired table, press the first button with one hero, switch to another and immediately press the second one. And then the mechanism activates the knights at the entrances: they will simultaneously raise their swords, new rooms will open.

door-knights
3 doors open: from the lobby to the street, from the hall with chains to the round northern room (there is only a telescope), from the conference hall to the northwest - we are going there.

Hospital. We pass the corridor, we go into the southern room. We kill two monsters, we take away the blue grass (2 pcs.), Rebecca must take green chemical – Green сhtmical from the container. Between the beds, pick up on the closet medical spray . Nearby are the participant's notes, on the pages at the end of which we find recipes - “red plus blue is equal to sulfuric acid; green plus red equals sterilizing.

Chess room. Pick up charges for a grenade launcher . At the table, remember the arrangement of chess pieces on the board. We change the character to Bill, in the center of the room, where there are large chess, the location is almost the same as on the smaller board, but one piece is not in place - you need to move the queen (by moving another figure, we will cause the deadly gas to appear in the room, from which it will save acceptance of blue grass). We move the queen below the black pawn, then to the right and up.
Having solved the problem, we will see a cache under the chessboard on the table - book of evil– Book of evil. We examine it in inventory, we find black wing - Black Wing. In addition, we find Markus 1's notes in the cache, which talk about the studies of the T-virus, which followed 2 options: one researcher experimented on humans, the second on leeches. It turns out that we are now in the midst of a conflict between two researchers.
We go back to the main lobby. We enter the inventory, we connect the white figurine with white wings, the black figurine with the black wing. We rise to the second floor, we approach the statue of the goddess of justice with scales, we use 2 figurines with wings. The locking mechanism will activate, behind the portrait of Marcus in the center of the vestibule, a secret grotto will open.

Dungeon
In the grotto we finish off three large spiders. We enter the room, take away the list of prisoners, grass - green and blue. We will use the typewriter and tape located here for saving. Next, we see an empty prison cell, in the upper part of which we find a ventilation hatch. Bill, having lifted his partner, remains in place, she moves on alone.

Torture chamber. Opposite the closed door in the corner we find instructions on voltage regulation. We go to the electrical panel - it is necessary to turn off the switches so that the pointer on the scale does not rise above 70. The correct sequence is up-up-down-up-up. When activated, the unit will open both doors to this chamber and stop steam from entering the boiler room.
A researcher who has noticed Rebecca's activities sends mutant monkeys at her. During the fight, the girl falls and hangs between the tiers.

At this moment, Wesker, the one with glasses, is sent from the professor in order to trap (in a mansion outside the city) special forces soldiers, where the T-virus is used against them for research purposes (according to the Resident Evil plot).

Let's go to Bill. We need to save our partner. It is useless to go to the cell from which she fell. We go to the floor below. Again we go to the lobby, to the dining room on the right side, from there to the north side, to the boiler room.

Boiler room. We pass where the steam supply was turned off, along the way we pick up 2 green herbs. In the next room, 3 mutant monkeys are waiting for us - we try to elude them by sneaking past. We rush to the far exit, but we don’t enter the door, but turn into the corridor on the right. In the side room, we save our partner by pulling Rebecca out of the failure.
The girl's commander contacts her by radio. She is silent about the fact that Bill (an escaped criminal) is with her. Bill talks about how they wanted to convict him because, while on a mission in Africa, he unwittingly participated in a war crime.

Dungeon. We can save ourselves in this room. We go into the corridor, shoot the mutant monkeys running out from around the corner. We pick up clips for the gun.
We solve the puzzle: six figurines form a circle, next to them is a closed door and on it is an inscription: “6 souls are shackled in mortal chains. Kindle the flame from the souls of the weakened". We play Bill. We set fire to the flame next to the statues in the sequence: deer-wolf-horse-lynx-snake-eagle.
We go behind the open bars into the 1st door on the right side. We take away the bottle (empty) there, we take out the glyph of unity from the furnace - Unity tablet. We head to the next room, there we finish off a couple of monsters, we study the diary of a candidate for employees, we go back.
From the main basement we head north. In the passage we kill a couple of spiders. We go into the door on the side, we eliminate a couple of cockroaches (if we go silently, the insects will not touch us). We find a box, take closet key.

Arsenal. We pass to the end of the corridor, we enter the arsenal room (old weapons, ammunition). In the corner we approach a cabinet with 2 doors, use the key found recently, we see an aluminum suitcase. We examine it in the inventory, find the scratched code, enter it - 3 8 5, pick up spare parts for the pistol, apply it to any of our pistols, thereby increasing its aiming accuracy.
We leave the partner near the remote control, press "L" - the bars on the left open from below. Using Bill, we go down into a rounded room, pick up acid grenades, go right. Using Rebecca, press the "L" button on the remote again. We use Bill again: go to the red button, click on it. The defense system turns on - we enter into a fight with two hunters (a new kind of mutants). Hunter tactics: Hide around the corner, waiting for them to appear, and fire a shotgun volley. Having defeated the monsters, we see the opened cells, we take the key from the center from one. We leave the dungeon.

Doors with water emblems
From the main lobby we go up to the second floor into the room on the right side, go into the corridor, go into the antique room, there, using the key, we unlock the blue door (the only one in the mansion).
A lich roams in the passage - we eliminate the monster with a grenade or a cocktail. In the first room on the side, we again meet a lich hiding behind the counter, kill him, take the lever from the vise.

Bar. Here, using Bill, we play music on the piano, which opens a secret room behind the wall. We go there by Rebecca (without Bill!), we pick up charges to magnum, bottle, battery . Without the battery, the cache will close again. We use Bill and play music, the cache opens, using a partner, we leave the closet.

There are 2 rooms in the next passage. On the left we find medical spray and herbs . In the right - 2 monsters and shotgun ammo . Here on the right we see a vise with a clenched plate - use the lever for the vise, take the glyph of obedience. We go back to the lobby.
Through the central exit we go to the street. We go to the right, behind the elevator we see the console, we apply battery , call the elevator. Bill climbs onto the box in the elevator, jumps down after it, and pushes the box out of the cab. We push the box to the column on the left side of the central entrance, stand on it, and take the glyph of discipline from the top of the column.

Observatory
Having taken three glyphs, a harpoon, we climb to the third floor, we eliminate cockroaches along the way. You can also walk to the exit from the stairs and calmly beat the cockroaches with a knife and not waste ammunition on them: they will not get us here. Through the room with chains we go into the room on the north side (with a telescope). Pick up pistol clips . We go down to the platform below, stick the glyphs into special recesses for them. The tower will move and open the exit - unlock the doors.

Church
Cross the bridge to the church. The doors are locked without locks. We lead Rebecca to the right arbor, there we leave the girl standing on a cracked corner tile, since the locking mechanism will work, opening the entrance to the church, and we ourselves play further with Bill - we enter the temple.
It's empty there. We need to go to the side room on the right. Here we take grenades, shotgun shells y, we find machine and tape , save. When exiting back to the hall, we are attacked by a flying boss.

Boss: Big Bat
The monster flies right under the ceiling, sometimes descending, attacking us. This is the only thing the mouse is capable of, but its attack is very dangerous. It is necessary to notice in time when it begins to slide smoothly through the air and drape away. It is difficult to hit it, and it is better at the moment when the monster flies directly at us or vice versa, and not past. It is best to use a grenade launcher or a shotgun. If we hit from a shotgun 3 times, a lot of flying mice will appear, causing meager damage, but spoiling the blood by knocking down the sight, so they need to be killed, otherwise it will be hard to hit the big monster.
After finishing off the boss, we go to the doors with two wings, we notice a hole in the roof at the top, we use the harpoon. Climbing up, we go down the stairs to the courtyard of the temple. There we press the lever, which will turn on the elevator. Next to the door we select the red grass, unlock the gate from the inside. We go to the elevator in the wall on the side of the temple, we call Rebecca to come up, together with her we go down.

Laboratory. 1st floor of the dungeon
We enter the lower floor of the 2-story dungeon. We go along the corridor to the room (it is the only open one here).

Library. We approach the table, pick up the second diary of Marcus. On the right side we see a small elevator, a typewriter and a tape. We go to the dead-end reception room, notice a hole in the ceiling, give the harpoon to our partner, use it, climb to the top floor.

2nd floor of the dungeon
Near the computer on a chair we pick up the personal notes of the head of the laboratory. Next in the locker we find fuel canister and on the shelf around the corner bottle. A lich is hiding around the same corner, and if there is no Molotov cocktail with you, you must very quickly make them from the found components and burn the monster.
In a dead end on the south side, we examine the refrigerator, in a flask we find a leech in a capsule. To the right of the door further we see a map of the research laboratory. We go to the corridor.
There, on the wall below, click on the red button, which will move the barrier in the corridor on the floor below, but also let the lich in. There will be 3 doors here: the first is temporarily closed, the second to the monorail (here you can pick up canister and green grass , a typewriter and a closed closet made of glass), the third at the other end of the aisle, leading to the laboratory - we go there.
We enter, get acquainted with the notes on the care of leeches on the table, take the charges to the shotgun. A monster comes to life nearby - we eliminate it. Around the corner on the right is a red balloon, using which we get a red chemical, which is displaced with a green chemical (we have it if we took it in the infirmary's training complex), as a result we synthesize a substance for sterilization. We open the inventory, move the leech with the capsule and the resulting liquid, and then we will get the blue leech amulet.
If we climbed up to change Bill, then his partner can pick up a red balloon on the top floor of the dungeon in the opened passage where the lich roams. Here we find red and green herbs .

operating room. We go into the room located further, we eliminate two monsters there. We get acquainted with the report of the expert 1. In the central part of the room, from the overturned bed and the statue to the left, on the shelf we find medical spray . On the right side of the room we find a small elevator in the wall, we send the blue talisman to the 1st floor.

1st floor of the dungeon
We change the character to Bill, pick up the sent from the sent elevator cabin. We go into the corridor, eliminate the lich. At the end of the passage we see a blue door with a box, use the blue talisman.
In the room with the aquarium, we pick up the input coil from the locker, look at the photos in the album, and find out that the long-haired singer is a descendant of Marcus. In the table, in the drawer we find clips for pistol .

1st floor of the dungeon. Switching to a partner, we take the amulet from the elevator, insert it into the green door on the right with the image of Marcus.

Morgue. Eliminate 2 monsters crawling on the floor. Pick up ammo for pistol , as well as the capacity sterilizing liquid .

Again we go to the laboratory with a round chamber. We put the container in the console near the chamber filled with gas. The gas is vented - the path is open. We step there, finish off the lying monster, take it from the table nursery key . Leaving the room, we finish off another ghoul.

Nursery. We head along the corridor to the door on the east side, unlock it with the key we have just discovered. We enter the nursery with cages (empty). We enter into a fight with two hunters (we are waiting for them in ambush around the corner, having prepared a shotgun). Having finished off the monsters, we take from the floor B.O.O report ., and in the cage away we take the dial. We go to a small elevator and pass the thing down.

Monorail
Switching to Bill, we take what was sent, go into the corridor and walk to the locked door with a dial-number lock, enter the code: 4 8 6 3 .
We enter, we inform our partner about the monorail we saw here. Next to the monorail cabin, we select the output coil. On the wall to the left, we press the switch, the platform moves towards the wall, we climb the stairs up.
Switching to Rebecca, we go to the monorail on the 2nd floor. The glass room for control is locked, then we go down the stairs to the room below, we find a hole in the ceiling and with the help of a harpoon we climb into the control room. We find shotgun charges here. We apply both coils to the panel with lamps, which restores the power supply to the rail. We unlock the door from the inside.
We get rid of the harpoon - it is not needed. We give the partner items and weapons. After that, we try to squeeze into the rail cabin. Before entering, we are attacked by a monkey, which will then attack Bill and throw his partner into the water. The power supply to the rail will again disappear. Here also the lich will attack. It is not necessary to kill him - we run past and immediately climb the ladder.
At the rail control point, we crush the leeches with our feet, set the removed coil in place, go down, quickly darting into the suspended cabin. We examine the corpse of a soldier, we borrow a magnum from him. We press the handle on the left and go to another location. If desired, you can return by pressing the handle on the right.

4. Factory.
Upper platform
We get off the monorail. Near the exit we take a couple of green herbs. The door on the left is locked, go right - up the stairs. Command centre. The entrance to the control room is at the top side. Here is a map of the production facilities of the factory, pistol ammunition , grenades, typewriter and ribbon .
We return to the hangar, go forward, go down on a small escalator. We enter the back room, go around the rotary unit, pick up the factory key near the monitors. On the monitor screen (one of them) we see a humanoid creature infected with the T-virus, imprisoned in a cryogenic chamber.
We go back, we fight with two hunters, we win, we rise to the control point. We insert the newly acquired key into the left console, activating the lifting elevator. We move to the loading platform, press the red button, we go down.

Lower platform
We see many paths below, but they are blocked. We walk to the double doors. From there, special forces commander Marini appears to meet.
Enrico reports that a new task has been received: to examine Spencer's apartments, the entire detachment is already there. We need to follow the squad, but Rebecca refuses, deciding to find Bill Cohen.

Next to the double door we find the key to the elevator, again we go to the loading platform, from the platform we move in the opposite direction. We see a blockage, to the left of it is an elevator. We use the key (the console on the left), we are waiting for the booth. And then a humanoid creature emerges through the blockage.

Boss: Type Tyrant
The boss is clumsy and slow: he barely turns, barely walks. Only sometimes it can pull itself up and run, striking with a hand claw. At such moments, we dodge, trying to run back to the left (his right is more powerful than his left). Let's miss a right hand - we lose a lot of life. It's best to finish off the freak with a magnum - on medium difficulty, it will take 4 effective shots.
Having won, we go into the elevator cabin. Being on the third, choose the floor. Floor list:
1st - the basement of the house where the train crashed.
2nd - intermediate tier of the loading platform, there is ammo for magnum, pistol, weed (green and red) , monster hunter. The corridor here leads to the initial part of the factory location.
4th - descent to the sewer channels of the factory. Let's go there.

Sewerage
Reaching the bottom floor, Rebecca notices a half-dead Bill caught on a tree trunk in a stream of water. But at this moment, an underwater monster rushes at his partner and drags him downstream.
We run along the bridge, we go in the door. There is a fuel canister at the entrance. We turn right, to the control point of the sewage locks. On the table - pistol cartridges, ribbon, typewriter .
On the wall we see a puzzle - the power supply circuit of the complex. It is necessary to select three points for power supply, 2 rows of neighboring lamps must be powered from them, and as a result, it is necessary to connect the entire network.

Basement number 6. Three zombies are waiting here - we kill, we take a half bottle, grass (green and red). There is a lich in the passage - we can simply slink past him. The door on the side is locked, we run to the far end of the corridor. In the billiard room we eliminate one ghoul, on the wall on the right we study the map of the hospital, we raise the bottle. We run down the stairs.

Basement number 7. We enter a large room, we see a forklift, next to the drain water system. Next to the exit we pick up the herbs (green and red). In the next room in the table we pick up shotgun ammo , we notice a water tank and a remote control, but one hero can’t cope here, we move on.

Basement number 8. We run down the corner stairs, in the drainage we look for Bill, who miraculously survived, since there are a lot of bones of less fortunate unlucky people nearby. Then we work as a team.

Factory. We work as a team
We go together into a room with an empty container. At the far end of the room there is a valve that we need. However, you can get there only if you build a bridge of wooden boxes along the wall on the left, for this we solve the puzzle.

At the bottom of the container, the box in the middle is located against the wall from the south. It is necessary to drag 2 boxes to it from the north side, which is prevented by an iron box and a grate. The girl must be left near the control panel at the top, and by using Bill, go down to the bottom. Here is the sequence:

1. Move the metal box to the right side.
2. We turn the valve to the right "Turn n".
3. We move the metal box away into the corner - let it not interfere.
4. We move the box from above to the wall, there will be a bridge. Thus, two boxes are already in place.
5. Move the remaining wooden box up, then forward to the wall.
6. We move the valve to the left "Turn l".
7. We move the last box to the right, to the wall.
8. Gate valve to the left "Turn l".
9. We move the last box to the final place - now the bridge is ready.

Using Bill, we go upstairs. Using Rebecca, fill the container with water. Further (no matter who) we cross the bridge, pick up the valve and move together through the premises.

Dungeon 6. We go up to the 1st floor. In a long passage we step to the door on the side (with a hole), we use the valve. In the room with the boiler, we eliminate simple zombies. Behind the bars in the center on the right we take gun charges . We climb the stairs to the upper part of the room, get acquainted with the report of expert 2, pick up 2 green herbs , examine the balloon near the wall, acquire red chemical . Now you can go down and leave through the door in the northern part.
In a small corridor we fight with a couple of hunters. Then we enter the room where you can save, pick up charges for a pistol, grenade launcher , take tape we use a typewriter. Near the 2nd bed we find medical spray, herbs (green and red), a document about the electrolyte.

lower floors of the factory
Dungeon 8. We go down the stairs between the waterfalls. We go into the room (the hiss of gas is heard here). At the wall we see a console that controls the lift, but we need a motherboard. We finish off three dead men, we take away shotgun ammo . We go into the elevator cabin (preferably with one character - there will be a fight).

Dungeon 9. So, we are on the lowest floor. We go around the corner and see how a humanoid monster comes out of the central container.

Boss: Tyrant T-001
We have already encountered this character, but now the fight is going to be more serious - the room is not enough. We must slip past the enemy at the moment when he pushes us to a dead end. We use four charges from the magnum on the mutant.
We leave for a dead end, press the green button, which will lower the ladder. In the upper part of the room on the floor we take the board. In the elevator cabin we return up, where the pipes hissed, we insert the motherboard into the console. A small lift arrives, hanging from a beam. Only a girl is placed inside it, so then she will have to go alone.

Factory. Rebecca Road
Dam control room. We press the handle in the center, which will open the floodgates of the dam, the water will merge, a bridge will appear. In the dead end of the room on the right side we pick up grenades .
We go through the door (there is one here), we enter the warehouse of leeches. Eliminate cockroach. Under the table we find grenades. At the wall is a blue balloon. We mix the chemicals, now we have sulfuric acid. Pick up from the table process water in a bottle, mix it with the resulting acid in inventory, now we have an electrolyte. Having unlocked the side door, we do not go into it - we go down the stairs. Below we see mutant cockroaches in glass containers. On the shelf above, a gleaming object is visible - a battery, but without help it cannot be taken away.

Bill's Road
We change the character by moving to Bill. We head to the room where they finished off the Tyrant. We go to the door located in the wall on the left. We go to the dam, pick up a couple green herbs , we cross the bridge. On the bridge, you will have to grapple with a new kind of mutant - a frog. It is better to stay away from her: she has the ability to attack, grab her tongue and immediately swallow her prey. Having won, we move on.
In the room with generators, we finish off a couple of ghouls, take charges for a pistol, shotgun . One of the doors is locked - you need a key card. We go to the door leading to another room.

Looking for a key card
We meet with partner Rebecca, help her climb onto the shelf. She takes the battery. This very moment a couple of cockroaches will break out of the bottles - we fight back. We combine the battery with the electrolyte in the inventory, now our battery is charged.
We go into the room with the lift, up the stairs, into the room on the north side, up the corner ladder. We climb onto the lift box with one of the characters, go to the right side with the second, put the battery in a special recess, activate the lift - the hero will rise on the box and be able to pick up a gleaming object from above - a key card.
Then you can jump into the storage room. Then we step into the crossroads room on the lower tier, enter the room with the generator, unlock the locked door with the key card. Further - along a wide passage, we select charges to the magnum along the way, we reach the lifting elevator.

Last fight
We fall into the last room filled with leeches. Here their creator is Marcus, the founder of Umbrella. He will tell us his story: he was betrayed and killed by the students Birkin and Wesker on the orders of another founder, whose name is Spencer. Marcus survived by being reborn into a living biomass. When he finishes talking, the scientist turns into a monster.

Lady of the Leeches
Since both of our characters are on the battlefield, we must take into account that the bot does not dodge, so we must try to divert the attention of the monster to the active hero. The super leech uses its long upper limbs like whips, so you need to run to the side. From time to time, the enemy will stand up with his back and tentacles will grow out of it - we stand up to him face to face and pour fire on him, using the most effective weapon - a Molotov cocktail, a shotgun and a magnum.
Having won, we take 2 keys from the floor - L and P. Each hero has a key. Using the key on the left, we change the character and use the right key.

After defeating the boss, we select from the floor Key L and Key P (SHAFT KEY). We give each character a key, put them in front of the corresponding locks of the double door. Use the left key, switch, use the right key.

Luggage storage. We enter, we collect charges for our weapons, medicines, a tape, a typewriter, we save. We enter the elevator. The cabin barely rises. The mistress of leeches suddenly reanimates, mutates, becomes more powerful, and catches up with our characters at the top, in the helicopter hangar.

Leech Lady 2
The second round of the fight with the monster takes place when the timer is on, that is, we are limited in time to five minutes for the self-destruction of the complex. At the beginning of the round, you should not try to attack the boss, you need to quickly get to the opening in the center to the most extreme dead end, lit by the sun.
The partner will notice that the monster receives serious damage from exposure to direct sunlight, so you need to open the hangar wide open. We have instructions for controlling the gate, but you don’t need to read it at all, let Rebecca turn the four valves, While Bill and I will distract the monster.
It is better not to get close to the mutant, because from time to time he sprays the space around him with acid. You have to be constantly on the move: run, pouring fire on the monster, distracting him so that he doesn’t attack Rebecca. Our opponent is very large, and therefore clumsy. We try to lure him into narrow places so that he spends more time turning around, we ourselves run along the stairs, attacking from behind, so that he shied away from side to side.
Rebecca eventually opens the valves, the sun with its scorching rays takes away the strength of the mutant. Now one well-aimed shot is enough and she will die. Complex, most corporate buildings explode. Our heroes are saved.
Contacting her commanding officer, Rebecca reports Bill's death, covering for him. The partners say goodbye to each other, saluting in an army honor. Bill disappears. Rebecca heads to the Spencer estate. Further events unfold in the original Resident Evil game.

This game is completed, if you have any questions, write to answer everyone!

Additional Modes
After completing the game, you can get acquainted with the statistics on eliminated opponents, used equipment, saves, and, most importantly, the time during which the game was completed. If you have received a high rating, you can access additional features in the game.
The passage still activates Lich Hunter, Wesker and the key to the wardrobe (you can change the appearance of the characters). A higher rating gives other opportunities:

Leech hunter — Leech Hunter
After the whole game is completed, we load the save “passed”, and then in the menu we click on “additions”.
It is necessary to bypass the entire building of the estate - four floors of the training complex and three basement floors. We have already been here in the story game, just now we need to more carefully inspect all the nooks and crannies in search of colorful leeches (only 50 blue ones - Bill collects exclusively and 50 green ones - Rebecca collects). Leeches are placed 10 per set. When we have five slots in the inventory, there will not be enough space for weapons.
There is not enough ammunition at the level, we are trying to stretch the initial arsenal for a longer time. If the hero dies and does not return to the exit, then the leeches collected by him are not counted.

Leech layouts
The yellow markings are leeches. Green - plants for treatment. Red - ammunition and new weapons. Blue - components for weapons.
On the first and second floors we meet locked doors with emblems of fire (2 pcs.), We will find the key to them at the end of the basement p3 (the big red dot on the diagram).
The rating is calculated depending on the time spent, the number of leeches in the inventory. Bonuses are different:
Depending on the number of collected leeches and the time spent, we get a performance rating. We get various bonuses for different rating levels:

01-29 leeches - E: Cartridges for the machine gun.
30-59 leeches - D: Pistol with infinite ammo.
60-89 leeches - C: Shotgun with infinite ammo.
90-99 leeches - B: Magnum (lies on the train, in compartment No. 202).
100 - A: All weapons found will have infinite ammo.

Wesker mode
In this mode, we can go through the game again, but with other characters - a girl with red eyes and a student who betrayed Marcus' teacher - Wesker Albert.
Enabling this mode: load the save "passed", in the menu we call the line "extra", Wesker mode.
How is this mode different? Wesker has two abilities:

1. Shadow dash - hold the spacebar, then release - the character runs forward at an accelerated pace.
2. Killer Stare - Hold RMB, press C - Wesker accumulates energy, removes glasses and burns the enemy with a fiery gaze, causing damage. Works only up close. Thanks to this ability, Wesker does not need a knife; in close combat, he burns the enemy with his gaze.

Another re-release that, in a completely legal way, can pull a couple of crisp bills out of the wallets of fans. Resident Evil 0 HD Remaster can't boast of any incredible improvements and innovations. However, this is a pleasant "comeback" of the mastodon of the horror genre.

Resident Evil 0

The original Resident Evil 0 game was released back in 2002 on the Nintendo GameCube gaming system, and was later re-released on the Wii. The game was a warm welcome for fans of the classic series, which was similar in every way to the original trilogy. Here you have a sea of ​​​​puzzles, and the lack of the ability to shoot while moving, a labyrinth world and, of course, a fixed camera. Part 0 is a prequel to the original game and follows the S.T.A.R.S. Bravo, in turn, was sent to investigate a murder in the suburbs of Raccoon City. The group included a medical girl, Rebecca Chambers, who discovered the train with zombies and other mutants. There, the girl found escaped prisoner Billy Cohen, who killed more than twenty people. And it just so happened that this couple had to unite. The game does not try to say a fundamental word in the series, and you should not expect plot twists from it at all. The characters exchange formulaic phrases. The villain is sewn with white thread to the narrative and the game universe as a whole. The main task of the zero part is to tell about the emergence and spread of the virus.

Control features leave their mark on the gameplay

Wesker is stronger and faster than Billy and Rebecca

Puzzle solving is a key part of the game

Often you have to explore every centimeter to find the right item or solution.

Some areas may not be accessible immediately.

You can switch between characters. The lead hero can give simple orders, and the partner will obey and follow him. And although the heroes do not have any special characteristics of endurance and health, however, Rebecca boasts of her knowledge in preparing medicines. And Billy has good physical strength and knows how to move boxes. Developers use this feature more than once or twice, setting interesting tasks for the player that are based on cooperative interaction. Periodically, the heroes are separated, since it is not possible to get into some rooms at the same time. Periodically, situations arise when the hero is left alone with the danger and he needs to cope with them alone. You have to look after two heroes at once, monitor their health and ammo supply. Classic restrictions set an interesting tone for the gameplay, and increase the degree of fear. The save system with "ink" by today's standards looks very interesting and unusual, but fans will only wipe away a mean nostalgic tear, remembering the past. The game tries in every possible way to resemble the first part of the series, and it does it perfectly. The heroes gradually discover the game world for themselves, constantly being in search of all kinds of "keys" that will open access to new levels.

Cartridges have to be saved

And the zombies here are quiet... But dangerous!

Attention to detail

Sometimes the heart will literally go to the heel

Constantly need to be on the alert

Resident Evil 0 HD Remaster does not fail in terms of puzzles, pleasing with its diversity. An inquisitive mind is constantly in search of the application of a new find in the allotted time. Here it is already necessary to search every nook and cranny, from which the intensity of passions only intensifies a hundredfold. True, it is felt that sometimes the developers went too far and hid an almost indispensable element in a bunch of textures and pixels. The heroes were deprived of the opportunity to put their things in a bottomless chest in one place, and take the necessary things in a chest from another place. In Resident Evil 0 HD, you have to put things from overflowing pockets right on the floor. All laid out things are marked on the map. And from time to time you have to arrange races. But this is not so bad, putting several items in one place you will not be able to immediately pick up the item you need, since the hero will take absolutely randomly any things other than the one you need at the moment.
The remake was done without obvious enthusiasm. The maximum that could be improved was graphics, character models and animation. “Tractor” control has not disappeared anywhere, which in the present century may seem like a terrible anachronism. After the passage of the story campaign, the Wesker Mode mode opens, in which Albert Wesker, the main antagonist of the series, appears instead of Billy. Wesker is significantly stronger and faster. He is accompanied by a red-eyed version of Rebecca.

Capcom issued another reissue to cut down the "easy money". Resident Evil 0 HD Remaster is a very mediocre remake. However, it is as close as possible to the original game, and this simply sweeps away all the minuses. And while the plot doesn't make any stunning revelations, Resident Evil 0 still remains a fine example of the horror genre, forcing the player to squeeze into a chair, defeat the boss with the last effort, solve complex puzzles, and much more. If for some reason you did not have the opportunity to get acquainted with the game before, then you have a great opportunity.

A year ago, it was released on all five popular platforms Resident Evil HD Remaster- retouched, but, in general, just stretched to 1080p remake of the first part of the series, published for the GameCube. Sales delighted Capcom, and the announcement of a similar re-release of another RE release with the GameCube was not surprising.

But the creation of the "REmake" was led by the founder of the series, Shinji Mikami himself (later rethought it in), and the result was, perhaps, the best classic game of the cycle. The zero part was handled by a completely different team.

Since most players in our country will be introduced to Resident Evil 0 it is on the remastered version, here we will focus not so much on its quality (very good), but on what RE0 is like as a game.

born to crawl

Thought to create a backstory resident evil originated with Capcom shortly after the release of the original. Shinji Mikami has been repeatedly cited as a major source of inspiration sweet home from Capcom, a horror role-playing game released on the NES in 1989. AT sweet home the player alternately controlled several characters, each of which had their own skills. And developers Resident Evil 0 decided to recreate this mechanic using the features of the Nintendo 64: it used cartridges rather than discs, loads were short, and characters could be switched on the fly.

But the volume of information that fits on the cartridge is small, and, having rested against the ceiling, Capcom decided not to compromise, but to transfer the project to the newly announced GameCube. Although she used discs, the creators managed to implement the ability to instantly switch between heroes located in different locations. The PlayStation download issue that caused the doors to each room to open was delayed no longer. But these doors (which have long been set on edge) have not gone away from the game.

And this perfectly characterizes the whole Resident Evil 0.

There are a lot of paintings hanging in the mansion that do not carry any meaning.

The developers from Capcom did not have the courage to discard the atavisms and update the series so that it does not lose relevance, and the latest releases do not copy the old ones. Except for Mikami himself, who turned everything upside down in the fourth part, an innovative spirit was found only in Hideki Kamiya (that’s how she was born), and even then not immediately, because before her Kamiya made a very traditional one. Well, the little-known people who pored over Resident Evil 0, fresh ideas ended on borrowings from sweet home.

Fifth leg

If you haven’t played the classic Resident Evil releases, you should know that the gameplay in them consisted of wandering around a huge mansion (sometimes disguised as a kind of police station) and the secret laboratory of the villainous Umbrella corporation located nearby, while simultaneously shooting zombies grown by Umbrella and mutants and solving puzzles of varying degrees of irrelevance (usually high).

The combat system based on "tank" control could theoretically be very good (as, for example, in or), but, alas, it did not become in Resident Evil. Some still believe that this was the true essence of "horror": inconvenience, poor management, heroes unable to do anything. Yes, any game will instantly become a horror movie if, for example, your fingers are broken.

Aiming directly at the camera here is often necessary.

Remastered HD version Resident Evil 0(as well as the re-release of "REmake" released a year ago) corrects exactly one drawback of the original - management. Now, with the help of an analogue, you can move freely in any direction. But with a fixed camera, often turning the angle 180 degrees, this is far from always convenient. Still, the game was created with the expectation of a "tank" scheme, and the introduction of an alternative does not completely solve the problem.

In battles, we still have to rely on auto-aim, despite the fact that in a good half of the cases the enemies remain behind the screen. Dodging their attacks thanks to the newfound mobility of the heroes has become more convenient, but not much: almost the entire game takes place in narrow corridors, where you can’t turn around much.

Moreover, it was in this part that the opponents finally became insolent. Among them there are, for example, monkeys that attack very quickly and shoot down the heroes' aim (you have to restart the animation of raising the trunk, and the vile primates will cut it off again). Even one of these is capable of delivering a combination of two or three hits, but imagine what it’s like with a “resident” control to resist three at once!

Another newcomer to the bestiary is a frog, which, after a couple of seconds after its appearance, grabs the hero with its tongue and eats it. It's nice to lose half an hour of playing time this way, isn't it? After all, to remain in Resident Evil 0 it is possible only with a printing tape in your pocket on rare stationary typewriters!

Not a scratch will remain on Rebecca, although this happens in the cut-scene.

By the way, about pockets: as in all the old "Residents", the management of items here takes a lot of time. Yes, playable characters in Resident Evil 0 two, but each can carry only six things, and especially large trunks like a grenade launcher occupy two cells at once.

Fortunately, anything can be thrown on the floor and then picked up, although in other parts you would have to run to the bottomless box. However, this very box still made it possible to actually teleport the things put into it from one place to another, and its absence in RE0 means the need to drag the desired item manually. Behind the hassle with limited inventory is a good third of the game.

Puzzles are the icing on the cake. Those that force the heroes to split up and pass objects to each other or open doors one by one, still nothing. Others here require you to combine reagents from tanks, and the necessary tanks can easily stand in an inconspicuous corner at the previous location and are not marked on the map. Peep into the passage or quietly go crazy?

Books of good and evil, figurines of angels and demons, tiles with parts of the Umbrella motto - the list of key items is traditionally crazy.

Well, the main feature of the zero part - two playable heroes - did not, in fact, give her anything. It is best to play for the prisoner Billy, he is strong and ready to stand up for himself. Frail Rebecca is skilled at mixing chemicals and healing herbs, but is usually used as a packhorse. You can also go in pairs: an AI partner will shoot enemies with you and, perhaps, even help out in difficult times. Or maybe not make a single shot, despite the presence of cartridges.

Is there any in game mechanics Resident Evil 0 something good? Probably not.

Neither be nor me

AT Resident Evil 0 not only the gameplay is weak, but also the script: it is worse here than in any other part (and the Resident Evil cycle has never been famous for strong plots). There are stupid, absurd remarks and actions in any cut-scene. This game can be demonstrated to comrades, like Tommy Wiseau's "Room", pointing a finger and laughing mockingly.

And Capcom's assurances seem completely ridiculous - they say, the game will tell about how it all began, - after all, in fact, the first resident evil no additional explanations, prequels, etc. were required. RE0 does not give anything to the overall storyline of the cycle (even the local characters did not appear anywhere else), it only adds an additional chapter to the simple story about special forces and mutants, in which a cute singer with the help of larvae controls the train.

This is the result of the work of an entire company dedicated exclusively to writing scripts.

Walkthrough Resident Evil 0, will likely take you between eight and twelve hours depending on how much time you kill with wacky puzzles and inventory ordeals.

After the credits, two additional modes will open. Available in the GC edition of the game, Leech Hunter will offer to collect one hundred key items hidden in a mansion full of monsters. Fun, frankly speaking, disposable and not particularly exciting.

Added in the HD re-release of Wesker Mode is even worse. In it, you can play as the villain from Albert Wesker, endowed with supernatural powers: he can run very fast in a straight line and kill nearby enemies with his eyes (the eyes, however, need to be charged). These two skills are the only thing that distinguishes Wesker Mode from the usual story campaign. Even in the scenes, as if out of the Matrix, Wesker appears as an escaped prisoner, Billy! You will hardly want to repeat a tedious passage with the same heroine, but with a slightly stronger (and saving ammo) hero.

Rebecca in Wesker Mode wears a costume that evokes Jill from RE5.

Sorry, I didn't recognize you in makeup.

Especially in light of the fact that most Resident Evil 0 passes through dull gray corridors. The mentioned train is at least a bright and unusual location. But after him there are completely familiar places: another mansion, another laboratory, another factory.

Beam of light in the dark realm

The fact that the action takes place in these buildings is depressing, not only because we have already seen them (and repeatedly) in previous releases, but also because they do not allow the game to show its full beauty. Resident Evil 0 was one of the last games with pre-rendered scenery, and perhaps the main pleasure that you can get from playing is aesthetic. Oh, if only the heroes were let out for a walk in the forest!

The scenery, by the way, is not just beautiful, they are even animated: most of the time we actually walk around in short videos. And since the system resources are not spent on processing the background, they can be used to make the models of heroes and enemies look great.

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